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Tag Archives: ARM

While I was at the Mobile World Congress earlier this year I recorded a quick video of sample tablet hardware running a beta version of Flash Player 10.1. It has taken a “little” while to arrive on Adobe TV, but in the video I’ll show some popular websites covering video and gaming.

The hardware is a development board sporting the ARM based NVIDIA Tegra Next Generation chipset, which is a dual-core ARM-Cortex A9 device. Although I didn’t show it here, at the conference we were also running AIR applications beautifully on the hardware.

Our Open Screen Project partners NVIDIA announced that some 30+ tablet computers are expected to ship in 2010 with this chipset. One of the advantages of having NVIDIA and ARM as Open Screen Project partners is that we can all contribute collectively to Flash Player acceleration for these devices. So as OEM begin to adopt TEGRA they can rest assured that the Flash engineering is already taken care of.

My favourite so far would have to be the NotionInk Adam, which is an Android based tablet created in India. The screen apparently has transmissive, transflective, and reflective display modes that will serve the device well in different lighting conditions.

CEOs from ARM, Broadcom, DoCoMo, Google, HTC, Motorola, NVIDIA, Palm, QUALCOMM, and RIM talk about how they’re bringing Flash Platform technologies to their devices and platforms as part of the Open Screen Project and why they think it’s important to have Flash on their devices and platforms.

Some key announcements around our work with Qualcomm and NVIDIA with Flash Player 10.1, the version number for our new desktop and mobile runtime. Some would argue (and I’m sure some did) that if .1 means only incremental changes then we should have called it Flash 11! The work that has gone into this runtime, we have doubled the number of supported platforms including Symbian, Android, Palm, Windows Mobile, Linux, Windows and Mac OS.

It’s a huge investment made possible by the incredible talent that is Adobe’s Flash Engineering team. Let’s see the Silverlight team rock something like that out!

One of the biggest challenges has been performance for constrained devices. GPU acceleration and optimizations by ARM, Intel and our OEM partners have enabled us to create a better player, one that uses less RAM, less battery and renders faster on constrained devices.